Talk given to UX Designers meetup group.
When do you use wireframes and why? Is prototyping more effective than using wireframes? Should there be two different delivery systems and what information do you need to convey in order to make the best choice for your stakeholders and development team?
7. Wireframe
Static
Used to map a system
Used to communicate a design
Prototype
Interactive
Used to user test
Used to communicate an interaction
Low fidelity High fidelityMed fidelity
Wireframe
Prototype
8. Wireframe
Static
Used to map a system
Used to communicate a design
Prototype
Interactive
Used to user test
Used to communicate an interaction
Clickable wireframe
?
10. It’s all about communication
User journey
Feature location
Content location
Screen layout
Unique Interactions
Sign off User testing
Experience
Development
StakeholdersVisual designers Users
UX designers
Wireframe Prototype
11. Wireframe
Audience must see all of the screens
Looking at details
You’re there to talk through it
Prototype
Emphasize interactions
It’s ok if they miss some screens /
details
Audience can go through it
themselves
12. Discussion
1. How long does it take you to create a prototype vs. a
wireframe?
2. What’s your preferred wireframing/prototyping tool?
13. Example: Aviva
• Aviva Life Insurance UK - a set of web applications to quote and apply for
Aviva insurance through partnerships with prominent UK banks.
• Working with:
– Project Owners
– Business Analysts
– Solution Designers
– Legal/Insurance Experts
– Project Managers
– Developers (in-house and off-shore)
– Testers
– Graphics Designers
– Copywriters
14. I had…
1) set of detailed wireframes (about 300)
2) set of high level wireframes (about 30)
3) working prototypes
15. Communication
Dev team (off-shore) -> detailed wireframes
Dev team (local) -> detailed wireframes / click prototypes
Content writers -> detailed wireframes
QA -> detailed wireframes
Documentation -> detailed wireframes
Sign off -> high level wireframes
16. Communication
Decision making -> high level wireframes
Visual design -> high level wireframes
User tests -> prototypes
Demos -> prototypes
18. Discussion
1. What situations do you feel are better served by
a. Wireframes
b. Prototypes
2. At what point does it become worth it to spend extra time
building a prototype?
19. Activity
Egg Make an egg-holding platform
- Highest platform wins
- Must be able to carry the egg in it (no
touching the egg)
7 minutes – wireframe it
- 1 piece of paper to use to communicate
your design (must stand alone)
15 minutes – prototype design
- 3 pieces of paper (no cutting)
- 1 piece tape
- Can trade 1 piece of paper for extra piece
of tape
Editor's Notes
Many types of wireframes
- Flow charts, grey box frames, low-fidelity, , med-fidelity, high-fidelity
Many types of wireframes
- Flow charts, grey box frames, low-fidelity, , med-fidelity, high-fidelity
Many types of wireframes
- Flow charts, grey box frames, low-fidelity, , med-fidelity, high-fidelity
I’d challenge that need to move from Wireframe to Prototype as you move from low to high fidelity
You might START with a prototype (I encourage it)
It’s really about using the right tool for the specific communication you’re trying to get across
Working with partner banks whose requirements didn’t always line up with Aviva’s.
Full team was made up of over 100 people.
Detailed wireframes: down to each error message
High level wireframes: one of each different screen; different subsets for different audiences
Prototypes: hooked up / clickable versions of the wireframes
ALL of these had to be kept up to date!
Offshore dev team: needed to build without me there to explain; language barrier
Local dev team: liked having an HTML version of the screens
Content writers: needed to see each and every instance of content
QA: checking each detail of the design; their work was done after I’d moved off of the project
Documentation: financial company; needed an extensive paper trail of the design
Sign off: official approval from stakeholders; had no patience for the fully detailed set
Making decisions: sending screens over to our partners; many different sets of high level wireframes
Visual design: sent it over to the graphics design and branding team; only needed to know all of the main screens
User tests: both in-person and remote; many different prototypes, depending on what was being tested
Demos: to prospective new partners (show off our flashy features); to show interesting interactions to our partners (e.g. sliders)